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Alpha_Item_Mod_for_WF6.06 Part 7[message #266722] Thu, 11 November 2010 22:56 Go to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
You can find thread 6 here.



http://img291.imageshack.us/img291/1867/aimstart.gif


AIMNAS for WF6.06 FAQ


Latest Version: [color:#FF0000]AIMNAS V15[/color] and mapupdate.


As many people have the same question over and over again ("How do I actually install this awesome mod?"), depressivesbrot made a nice little instruction manual for the install stuff:

DepressivesBrot

Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI 3944
Until and unless one of us says otherwise
3.) WF6.06-AIMNASV14 EN
4.) AIMNASV15UpdateOnly
5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here



A complete sortable item list based on V12 can be found here.

Credit for this awesome tool goes to Jenilee. Many thanks for that.



Try to read the previous threads [color:#FF0000](and this one as well, as many questions especially on how to install AIMNAS have been asked and answered quite a few times now)[/color] for more information. If you still have questions about installing AIMNAS, check the IRC channel... someone willing to help might be there most of the time.



Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.

V14 will also include a new selection for Imp Starting Items, that will require a special exe that DepressivesBrot made. This exe can be found here.

The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).

For more questions, feel free to visit me in the Bearspit IRC channel, I'm usually there...




Enjoy. :happybear:

[Updated on: Mon, 17 January 2011 07:35] by Moderator

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266723] Thu, 11 November 2010 22:57 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Merge List for AIMNAS:

Last Update: 10th of Dec. 2010

Guns:

- EBR Stock + M14/M21/M1 Garand/Mini-14/AC-556 = EBR Version of the same gun
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant

[color:#FF0000]- 40mm Buckshot Grenade + M79 Grenade Launcher = M79 direct fire launcher (for use with the Buckshot round...)
- regular 40mm Grenade + M79 direct fire launcher = M79 Grenade Launcher (so you actually can use the grenades again Wink )[/color]

A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.


Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin


Attachments:

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Foregrip + Tac. Flashlight = Griplight


No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot

Trigger Group + Utility Knife = cycles through various types of Trigger Group (atm 2 round, 3 round or 4 round burst)

Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)

- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4

- 40mm shell casing + any 40mm grenade = 40mm shell


required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Combat Pack
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version

[color:#FF0000]- Pouch Set Straps + Belt LBE => switches the belt to be worn as vest instead of combat pack[/color]


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit
Medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
DM 13 Signal Magazine
Compound 18
Compound 20

[Updated on: Fri, 10 December 2010 21:34] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266724] Thu, 11 November 2010 22:58 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Guide to Pocket sizes used

Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: Shotgun Shells #12 rounds
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells #7
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)


[Updated on: Thu, 11 November 2010 23:19] by Moderator

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266725] Thu, 11 November 2010 23:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Complete gun list for AIMNAS V15+ sorted by calibre. Updated 10th of Dec. 2010


Update: 11.11.2010

.22 LR
- American-180
- Armalite AR-7 Survival Rifle
- Calico M-100
- Hi-Standard HDM
- Ruger 10/22
[color:#FF0000]- SIG Mosquito[/color]
[color:#FF0000]- MGV-176[/color]

.38 SPC
- S&W Model 64
- S&W Chiefs Special
- Owen .38 SMG

.357
- Barracuda
- Colt Python
- Desert Eagle .357
- Manurhin MR-73
- Manurhin MR-96
- Modified EMF Hartford 6 Shooter
- Puma .357

.40S&W
- Beretta 96FS Brigadier
- Beretta Cx4 Storm
- CZ-75B
- FN Browning HP-35 .40
- FN Forty-Nine
- HK MP5/40A3
- HK MP5/40A3 RAS
- HK USP
- MP-445 Varjag
- SIG P226 .40
- SIG P226 SAS .40
- SIG Pro
- Springfield XD

.44
- Colt Anaconda
- Desert Eagle .44
- Ruger Redhawk
- S&W M29
- S&W M29 Satan
- Taurus Raging Bull 444
- Winchester 94 Trapper
[color:#FF0000]- M1879 Revolver[/color]

.45ACP
- Colt High Capacity M1911A1
- Colt M1911A1
- Colt SMG .45
- Colt SMG .45 RAS
- DeLisle Carbine
- FN FNP-45
- HK Mark 23 SOCOm
- HK UMP45
- Ingram M10
- Kriss Super V
- MPA .45 Carbine
- Owen .45
- Thompson M1928
- Thompson M1A1

.45 WM
- Automag IV
- LAR Grizzly .45 WM
- Wildey Survivor

.454 Casull
- Thompson Contender Encore
- Ruger Redhawk Alaskan
- Fr. Arms M83 Premier Grade
- Puma .454

.50AE
- Armalon Pistol Carbine
- Automag V
- Desert Eagle .50AE
- LAR Grizzly .50AE

9x18
- AEK-919K Kashtan
- Bizon PP-19
- Makarov PM
- Makarov PMM
- OTs 33 Pernach
- PP-93
- Skorpion vz. 82
- Stechkin APS

9x19
- Agram 2000
- Beretta 92F
- Beretta 92FS
- Beretta 93R
- Beretta M12
- Calico M-950
- Calico M-900
- Calico M-900A
- Calico M-960A
- Carl Gustaf M/45B
- Cobray M11/9
- Colt 9mm SMG
- Colt SMG 9mm RAS
- Erma MP40
- FAMAE Mini SAF
- FAMAE SAF
- FAMAE SAF Silenciada
- FN BDA 9
- FN Browning HP-35
- FN Pro-9
- Glock 17
- Glock 18
- Glock 19
- HK MP5KA4
- HK MP5A4
- HK MP5A4 RAS
- HK MP5SD5
- HK MP5SD5 RAS
- HK MP5N
- HK MP5N RAS
- HK P7M8
- HK UMP9
- IMI Micro-Uzi
- IMI Mini-Uzi
- IMI Uzi
- Jati-Matic GG-95 PDW
- KP M/31 Suomi
- MAB PA-15
- MAT-49
- MP-443 Grach
- MP-446 Viking
- P-08 Parabellum
- PP-19-01 Vityaz
- PP-90 M1
- SIG MP41/44
- SIG P210
- SIG P226R
- SIG P226 SAS
- SIG P229R
- SIG P239 SAS
- Skorpion EVO III
- Spectre M4
- Sphinx 3000
- Sterling L2A3
- Steyr AUG Para
- Steyr AUG Para RAS
- Steyr TMP
- VIS-35
- Walther MPL
- Walther P99

9x21
- SR-1 Gyurza
- SR-2 Veresk

7.62x25
- Bizon 2-07
- CZ-52
- OTs 39
- PPsh-41
- SA-24
- Tokarev TT-33
- Type 85

5.45x18
- PSM
- OTs 23 Drotik

10mm Auto
- Bren Ten
- Colt Delta Elite
- HK MP5/10A3
- HK MP5/10A3 RAS
- Colt PDW 10mm

5.7x28
- AR57 6" Silenced
- AR57 11"
- AR57 16"
- FN Five-Seven
- FN P90
- FN P90 RAS

4.6x30
- HK MP7 PDW
- HK MP7A1
- HK UCP

12 gauge
- AA-12 CQB
- Akdal MKA 1919
- Baikal MP-133
- Baikal MP-233B
- Benelli M3 Convertible
- Benelli M4 Super 90
- Fabram FP6
- Fabram SDASS
- Ithaca Model 37
- Jackhammer Mk3A1
[color:#FF0000]- Kel Tec Shotgun[/color]
- Neostead
- Remington M870
- Remington 870 SPM
- Saiga 12k
- Sawed-off
- Spas-12
- Spas-15
- Street Sweeper
- Super Shorty
- USAS-12
- Vepr 12

CAWS
- HK CAWS
- HK CAWS RAS
- HK CAWS ACOG
- Olin CS

.30 carbine
[color:#FF0000]- Cristobal[/color]
- HEZI SM-1
- IMI Magal
- M1 Carbine
- M2 Carbine

6x35
- KAC PDW
- Magpul PDR

5.45x39
- AEK-971
- AK-74
- AK-74M
- AK-105
- AK-107
- AKS-74
- AKS-74 Tactical
- AKS-74U
- AKS-74U Tactical
- AN-94 Abakan
- RPK-74
- S&W M&P15R

5.56x30
- MSMC
- MINSAS

5.56x45
- AICW
- AK-101
- AK-102
- AK-108
- Ares M4 Shrike
- Beretta AR-70/90
- CETME Ameli
- CMMG 7.3
- Colt M16A1
- Colt M16A2
- Colt M16A2E1
- Colt M16A4 SAM-R
- Colt M4 Commando
- Colt M4A1
- Colt M4 MWS
- Colt Mk18 mod0
- Colt XM177-E1
- ColtCanada C7CT
- Diemaco C7A2
- FAMAS G2
- FN F2000
- FN FNC
- FN Minimi (M249 SAW)
- FN Minimi SPW
- FN SCAR-L CQB
- FN SCAR-L SV
- HK 23E
- HK 33KE
- HK 416 10"
- HK 416 14"
- HK 416 16"
- HK 416 20"
- HK 53A3
- HK G36
- HK G36 RAS
- HK G36C
- HK G36K
- HK G36K RAS
- HK G41A2
- HK MG36
- HK MG36 RAS
- HK MG43
- HK SL6
- HK SL8
- HK SL8 RAS
- IMI Galil SAR
- IMI Micro Galil
- IMI Negev
- INSAS
[color:#FF0000]- Kbk Mini-Beryl
- Kbs Beryl[/color]
- L85A2
- L86A2
- Noveske N4 Diplomat
- Noveske N4 Complete
- OA-93
- QBZ-97
[color:#FF0000]- Remington SPS[/color]
- Ruger AC-556
- Ruger AC-556 EBR
- Ruger Mini-14
- Ruger Mini-14 EBR
- SAR 21
- SEAL Recon Rifle
- SIG SG540
- SIG SG550
- SIG SG551 SWAT
- SIG SG552 Commando
- Steyr AUG-A1
- Steyr AUG-A2
- Steyr AUG-A2 CQB
- Steyr AUG-A2 RAS
- Steyr AUG-A2 RAS CQB
- Steyr AUG Hbar
- Steyr AUG Hbar RAS
- Tavor TAR 21
- Ultimax
- Valmet M82
- XM-29 OICW
- XM-8 Automatic
- XM-8 Baseline
- XM-8 Compact
- XM-8 Sharpshooter
[color:#FF0000]- Zbroyar Z-008[/color]

6.8 SPC
- Barrett M468
- Bushmaster M4A3
- Bushmaster M4A3 RAS
- FN SCAR-68 CQC
- FN SCAR-68 SV
- Noveske N4 XPR
- Robarms XCR-1
- Steyr AUG-A3

7.62x39
- AEK-973
- AEK-973S
- AK-103
- AK-104
- AK-47
- AKS-47
- AKM
- AKM Tactical
- AKMS
- AKMSU
- AMD-65M
- FN SCAR-WP CQC
- FN SCAR-WP
- Groza OC-14
- KAC SR-47
- RPD
- RPK
- Ruger AC-762
- Ruger Mini-30
- SA vz. 58
- SKS
- SKS Tactical
- Tabuk DMR
- Valmet M76

7.62x37
- HK SL9SD
- Whisper Kitty

7.62x51
- Beretta M501
- Blaser R93 7.62
- CETME Modelo C
- CZ 700
- Desert Tactical Arms SRS
- FN FAL
- FN FAL Carbine
- FN FAL OSW
- FN MAG
- FN SCAR-H CQC
- FN SCAR-H SV
- FR-F2
- FR Ordnance MC51
- HK 21E
- HK 417 12"
- HK 417 16"
- HK 417 20"
- HK G3A3
- HK G3KA4
- HK MSG90A1
- HK PSG1
- IMI Galil AR
- IMI Galil Sniper
- Knight SR-25
- L1A1 SLR
- M14
- M14 EBR
- M21 EBR
- M21 Tactical
- M24
- M40A1
- M60E3
- Molot Vepr
- Noveske N4 Leonidas
- Parker Hale M82
- Rheinmetall MG3
- Sako TRG-22
- SIG SG542
- Steyr Scout Tactical
- Steyr SSG-P1
- Zastava M76
[color:#FF0000]- SOCOM 16
- Remington 7600P
- Kel-Tec RFB [/color]

7.62x54R
- Dragunov SVD
- Dragunov SVDS
- Dragunov SVU
- Dragunov SVU-A
- FN SCAR-WP Sniper
- Mosin-Nagant M1891/30
- OTs 48K
- Pecheneg
- PKM
- Simonov AVS-36
- SV-98

7.92x57
- Mauser Karabiner 98k
- Mauser M-03
[color:#FF0000]- MG42[/color]

.30-06
- Blaser R93 .30-06
- Browning BAR Mk. II Hunting Rifle
- Browning M1919 A6
- M1 Garand
- M1 Garand EBR
- M1918A2 BAR
- Remington Model 710
- Springfield M1903A4

.303 British
- SMLE No 5 MK.1 Jungle Carbine
- SMLE No 4 MK.1
- Bren LMG

9x39
- AK-9
- AS Val
- Groza OC-14-4A-01
- Vikhr SR-3 Compact
- VSk-94
- VSS Vintorez

[color:#FF0000]9.3x64mm
- Blaser R93 Attache

[Updated on: Sat, 05 February 2011 03:05] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266729] Thu, 11 November 2010 23:11 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Has the griplight any advantage on its separate parts since we have NAS?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266731] Thu, 11 November 2010 23:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
datakurs
Has the griplight any advantage on its separate parts since we have NAS?


The griplight is a little bit lighter than both seperate items (griplight 0.3 compared to foregrip 0.2 and tac. light 0.2) and has a slightly higher draw cost reduction (griplight has 10%, where as a foregrip only has 8%)

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266752] Fri, 12 November 2010 04:53 Go to previous messageGo to next message
Dim

Messages:2
Registered:October 2010
Location: Thessaloniki Greece
Hi. I am experiencing a little bug. On Drassen airport my IMPs every now and then they are losing 1 point of health without doing nothing and a message shows up saying they lost health on assingment.
I am using AIMNAS v12 clean. Maybe there is a problem with HAM in this sector.

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266753] Fri, 12 November 2010 04:57 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
It's the ambient setting of the facility. Not a bug, but rather a HAM feature. You can disable it in the facilitytypes.XML file.


Just delete this (the lines I coloured red in the following):


AMBIENT
80

100
0
20

[color:#FF0000]
2
-1
0
[/color]


from the Airport settings.

[Updated on: Fri, 12 November 2010 05:01] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266761] Fri, 12 November 2010 10:52 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Do you could write how to properly install because I have problems (CDT, multiple nameless faces in AIM)?
And if you could make an English version? Smile

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266763] Fri, 12 November 2010 11:00 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
Randok
Do you could write how to properly install because I have problems (CDT, multiple nameless faces in AIM)?
And if you could make an English version? Smile


what do you want to say by that? '???' above their heads? as bill gates used to say: "it's not a bug, it's a feature" - as long as you don't talk to them you don't know their names, just as it is in real live. also N###_000 would be kinda senseless, if you already knew their names, wouldn't it?

afaik v14DE and v14EN will be posted today, so show some patience, please.


@ dim

we do not have greeks in the game (as long as you don't count perko, and he is more of a geek than a greek) - have a look here , if you want to change that.

[Updated on: Fri, 12 November 2010 11:07] by Moderator

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266766] Fri, 12 November 2010 13:07 Go to previous messageGo to next message
Cafu is currently offline Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
smeagol


The griplight is a little bit lighter than both seperate items (griplight 0.3 compared to foregrip 0.2 and tac. light 0.2) and has a slightly higher draw cost reduction (griplight has 10%, where as a foregrip only has 8%)


griplight has [color:#FF0000]10%[/color] 8% and
foregrip has [color:#FF0000]8%[/color] 10% AP reduction, making foregrip faster.

[Updated on: Fri, 12 November 2010 13:10] by Moderator

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266767] Fri, 12 November 2010 14:06 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmmmm... might have confused those two values. Thanks for pointing it out. Well, then basically the only real advantage of the griplight is, that it only weighs 0.3 compared to 0.4, and maybe that there are guns that won't accept a flashlight otherwise (don't know for sure...).

Edit:
Just uploaded V14 English and V14 German. Seems that the interface of my skydrive is messed up atm, so you'll have to try and locate the files there. Best I can do atm... hope those guys responsible for the skydrive will fix that soon.

[Updated on: Fri, 12 November 2010 16:13] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266770] Fri, 12 November 2010 14:58 Go to previous messageGo to next message
spacedust is currently offline spacedust
Messages:4
Registered:December 2007
Thanks smeag, your work is highly appreciated...

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266774] Fri, 12 November 2010 16:25 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Thanks for V14 English. Smile

Steel Tube+Quick Glue+Duct Tap=Steel Tube? I can not to repair it and to add to slot.
Rod+Spring=Rod? I can not repair it and to add to slot.

[Updated on: Fri, 12 November 2010 17:45] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266782] Fri, 12 November 2010 22:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Randok
Thanks for V14 English. Smile


Credit for the English version goes to Logisteric, I simply re-zipped and uploaded it.

Quote:
Steel Tube+Quick Glue+Duct Tap=Steel Tube? I can not to repair it and to add to slot.
Rod+Spring=Rod? I can not repair it and to add to slot.


Dunno about the merges, haven't tried them in-game for a while, but I'm pretty sure that at least the rod&spring should work just fine (maybe you need to change the order, try to add a spring to the aluminum rod...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266784] Fri, 12 November 2010 22:54 Go to previous messageGo to next message
Spetznas is currently offline Spetznas

 
Messages:10
Registered:May 2009
Location: germany
can you tell me what i need to install the german version ? thx

i have download WF6.06-AIMNASV14 DE

[Updated on: Fri, 12 November 2010 23:04] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266785] Fri, 12 November 2010 22:58 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
smeagol

Some examples of current reload costs:

AKS-74U (24 APs)
C7A2 (28 APs)

Reloading an ar-type weapon (except ARES Shrike, obviously) should be faster than reloading an ak-type weapon because of better ergonomy:

-The AK mag release is in such a position that you need your other hand to work it and remove the mag. On the AR the mag release is easily reached with your firing hand's index finger and let the mag drop from the well while your non-firing hand reaches for a new mag.

-Inserting a new mag is a slightly more complex maneuver on the AK than on the AR: Hook n' twist vs. straight push.

-On the AK the shooter has to cycle the action after inserting the magazine, while on the C7 the bolt is locked open after firing the last round and the shooter only has to press bolt release to chamber the round.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266786] Fri, 12 November 2010 23:00 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Quote:
Steel Tube+Quick Glue+Duct Tap=Steel Tube? I can not to repair it and to add to slot.
Rod+Spring=Rod? I can not repair it and to add to slot.

It works. I used a wrong exe ( JA2_EN_3779 ).
Sorry


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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266792] Sat, 13 November 2010 00:44 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hairysteed

Reloading an ar-type weapon (except ARES Shrike, obviously) should be faster than reloading an ak-type weapon because of better ergonomy:

-The AK mag release is in such a position that you need your other hand to work it and remove the mag. On the AR the mag release is easily reached with your firing hand's index finger and let the mag drop from the well while your non-firing hand reaches for a new mag.

-Inserting a new mag is a slightly more complex maneuver on the AK than on the AR: Hook n' twist vs. straight push.

-On the AK the shooter has to cycle the action after inserting the magazine, while on the C7 the bolt is locked open after firing the last round and the shooter only has to press bolt release to chamber the round.


Hmm... interesting. Myreasoning for adjusting the reload costs a bit was mainly because I wanted to make SMGs a bit better (well, actually, the difference in reload costs will probably only be relevant 1 out of 10 times or somesuch...).
The basic idea was to relate reload cost mainly to magsize, gun size, gun type and gun weight. The AR-15 Type of guns are already way better than the AKs due to more/better attachments. I think those 4 points difference don't really matter too much.
Also the AKS-74U should rather be compared to a Colt Commando than to a C7A2, and there the difference is only 1 or 2 points. The AKS-74U is really bad in-game (range, damage, accuracy all stink, compared to other similiar guns), so having a slightly faster reload doesn't really help to push it over a short AR-type of gun, I guess.
I think the larger AKs and ARs all basically have the same reload costs...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266793] Sat, 13 November 2010 00:48 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I don't think gun size or weight is really that important when it comes to reloading. After all it's the mag you're handling, not the gun

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266795] Sat, 13 November 2010 01:12 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hairysteed
I don't think gun size or weight is really that important when it comes to reloading. After all it's the mag you're handling, not the gun


Dunno... all in all it's a gamebalance decision. I don't know if it works out as intended. If it plays totally bad, I'm of course willing to change it back.

[Updated on: Sat, 13 November 2010 01:12] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266797] Sat, 13 November 2010 01:29 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Thanks for V14.
With SCI_SVN1247_MPSVN3896_Vanilla113_20101112 when I try to enter the mercenary mug shot index in the laptop game exits.
(I know, this version of SCI is too new to be tested with AIM yet.)

[Updated on: Sat, 13 November 2010 01:59] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266814] Sat, 13 November 2010 12:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Quote:
With SCI_SVN1247_MPSVN3896_Vanilla113_20101112 when I try to enter the mercenary mug shot index in the laptop game exits.

Try to delete AIMAvailability.xml from Data-AIM-WF\Tabledata.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266817] Sat, 13 November 2010 12:31 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
It helped, thank you.
Unfortunately game remains unplayable until the broken quests will be fixed Sad

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266818] Sat, 13 November 2010 13:38 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

it is poible copy new aim v14 over old aim v13 instalation ? im sorry i cant find rocket's for m202 flash ...

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266819] Sat, 13 November 2010 14:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
wolf00
it is poible copy new aim v14 over old aim v13 instalation ? im sorry i cant find rocket's for m202 flash ...


Yes, you can just copy the V14 over an older version. Shouldn't be any problem.

M202 Flash uses the same rockets as the Carl-Gustav (due to a lazy modder... I know it should use different rockets, but at the time I added the M202, the multi-shot rocketlauncher was still in testing stage... never made rockets for it...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267009] Wed, 17 November 2010 09:37 Go to previous messageGo to next message
MZ0125 is currently offline MZ0125

 
Messages:18
Registered:December 2008
I'm having trouble recruiting Dr.Vince in Cambria. I have located and escorted his on, Joey back to Cambria from San Mona and the loyalty is 100% at the moment. Yet Dr.Vince still telling me that he has concerns about me and refuses to join. My IMP has a 100 leadership, yet it won't work. I wonder if that is something to do with the WF storyline?

And also, I can't find the hole going down into the monster cave (I forgot the name of the creature...) in Tixa dungeon, is it removed?

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267012] Wed, 17 November 2010 11:15 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
you need to let him talk before you can recruit him

smeag's ini does not allow for bugs, as he ...

a) doesn't like them
b) used the bug-mom's spit to create the flamethrower

you can reenable the bugs if you like (new game!) but do not be surptised if the late bug-mom drops a flame-thrower

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267017] Wed, 17 November 2010 12:21 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
MichaelZhen
I'm having trouble recruiting Dr.Vince in Cambria. I have located and escorted his on, Joey back to Cambria


1) Joey is not his son and You don't have to have him back to his mom
2) You must not have taken the discount from the other doctor
3) Nurse Jenny and the other Doctor must not been hurt or threatened
4) You must not have stolen from the hospitals supplies (even putting them back is a no go)
5) Loya must be 80 or above

friendly merc preferred

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267028] Wed, 17 November 2010 15:02 Go to previous messageGo to next message
Deadman is currently offline Deadman

 
Messages:40
Registered:March 2008
Location: Germany
DepressivesBrot
Quote:
With SCI_SVN1247_MPSVN3896_Vanilla113_20101112 when I try to enter the mercenary mug shot index in the laptop game exits.

Try to delete AIMAvailability.xml from Data-AIM-WF\Tabledata.


i did that and game works now. but how do i get the WF mercs? thers only 1.13 soliders.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267033] Wed, 17 November 2010 15:55 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
I have made a save that allows you to test LBE equippement for AIM. One unit of each LBE item is in the inventory of Drassen Airport. A couple of mercs with all kinds of weapons (save for shotguns) and equippement are in the same sector. More equippement, such as canteens, medipacks and toolkits, is to be found in Drassen mine. When you need to test 40mm grenades and mortar shells pick them from Drassen SAM.

That way you can test if the desired equippement can realy be transported with your LBE of choice, and don't end up with "ups, I carry 12 AR magazines but have no room left for the gas mask".

https://rapidshare.com/files/431379554/LBE-Test.rar

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267034] Wed, 17 November 2010 16:11 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Deadman

i did that and game works now. but how do i get the WF mercs? thers only 1.13 soliders.

Download this one and place it where the other file was before.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267149] Fri, 19 November 2010 19:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently adding 40mm Buckshot Grenades. It will only be useable with the M79 GL and only after the launcher has been modified with a utility knife. Is a workaround, maybe not the best, but it is very likely that this actually works...
The resulting M79 Launcher then is basically useable as a shotgun with a huge single buckshot bullet.

I probably will also add some different targeted 40mm grenades as well later on.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267160] Fri, 19 November 2010 23:59 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Better to use the 40mm buckshot itself instead of the utility knife to modify the weapon.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267161] Sat, 20 November 2010 00:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Won't work too well, because you need a way to get back to the other firing mode.

Could probably do it with the other grenades though... hmmm... yeah, I consider it. Though it would require like 10 merges instead of 2...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267162] Sat, 20 November 2010 00:23 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

M576-Cartridge, 40mm Multiple Projectile (Buckshot "Beehive")

M397/M397A1-Cartridge, 40mm High-Explosive (HE) Airburst (Jump-Up)

XM1001-Cartridge, 40mm Canister (flechette-dispensing)

http://img401.imageshack.us/img401/5411/m79amo.th.gif

some 40mm for gl ...

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267174] Sat, 20 November 2010 05:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Well, I changed the merges. They work just fine.

So in V15 expect 40m Buckshot Grenades that can be used with the M79 (no, won't work with other grenade launchers and no, this doesn't mean that I have a cool workaround for a masterkey shotgun at hand...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267178] Sat, 20 November 2010 11:51 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
hey smeag, you and my secretary have the same birthday - she is ten years older but you are surely more hairy

congatulations

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267180] Sat, 20 November 2010 12:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Logisteric
hey smeag, you and my secretary have the same birthday - she is ten years older but you are surely more hairy

congatulations



Thanks Smile


Well, I hope that I stay more hairy than your secretary for a couple more years ^^.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267181] Sat, 20 November 2010 12:01 Go to previous messageGo to previous message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
as long as you don't get as pregnant as she is

forget any silly comment, got nothing to do with it

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Captain
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